Ansar01-the slow-moving idiots

B said:
However, settling the gold hill is a free 3-4 gpt. Every time I see a gold hill, it itches me to settle it. Road/mining on a hill is rather long, but settling on it gives full benefits instantaneously and gives the city more food to grow vs working the hill.

I was thinking the same thing. Anyways the hill benefits defense and also, like you said, the gold really helps. Also, since it is on the other side of the river, units can go from town to town in the nearby area if its on the hill.
I dont mean to bash you jb, but IMHO, I believe the hill is truly superior to the flood plain.:scan:
 
Hmm? My Civ is not working... I get this odd error. I think a file was wipped by Norton. I can't reinstall until I find the other discs.
 
Sorry to hear that, Theryman, I hope the computer gets better soon.:)

Roster...

B - Up!
Abubu/SW - On Deck!
Tribute
Frog King/Ansar
jb1964 -
just played and got us a food pump. :food:
Theryman- Computer problems = No Civ. Skipped. :badcomp:
 
Playing tomorrow night..
 
OK, we're moving black and light blue but keeping w/ the gold hill. Kewl.
So what spot gets settled next?

With our dearth of workers we might as well settle Golden Hills next. We get the gold and a defensible position. And if we're still low on workers at the next settler I can see an arguement for red. Sure we wont' be improving it straight away but we can set it on cats and get away with a single (or no) defender until the AI's start trying to land the lone attacker on our back stoop.

What are our worker priorities?
 
with tthe new farway towns, i would say road to them first so we have a road network. then we can start irrigating/mining the tiles for production/growth.

I would say settle black and orange. black will give us wines.:beer: and orange will give us nice kill zone and keep the CxxC pattern going.
 
lurker's comment: don't forget about the benefits of irrigated plains with your traits.

Exactly right, a killzone it is, and that's how we proceed. Catapults on the offense isn't rocket science: you use a large stack of 4-5 spears covering ~10 cats and ~10 swords, with a few horsies for the eventual usefulness. Send them to the front, make most of the catapults bombard. Send the horses. Unleash the swordsmen. Use the remaining catapult against promoted units or whatever comes up if necessary. This makes it possible to beat NuMe, Legions and Hops - at all.

I actually have more fun with an active cat defense than offense. A stack of swords or whatever runs up to your city, you run in some cats and redline them and they impale themselves; then you run to the next city and do it all over again.

@B, in this continuim, it is tomorrow night. :bump:

 
Admiral Kutzov said:
lurker's comment: don't forget about the benefits of irrigated plains with your traits.

I actually have more fun with an active cat defense than offense. A stack of swords or whatever runs up to your city, you run in some cats and redline them and they impale themselves; then you run to the next city and do it all over again.


Don't you mean irrigated deserts?

Anyways, the catapult defense bombard thing works best if we have cities with 1 road between, CXC style. So that they can move and bombard every turn and get the defense bombard. At any rate, catapults on the offense are very useful especially to increase our chances of killing those nasty elite pikes on a hill city. Good thing the AI doesn't do the same to our nasty little elite swiss mercs on a hill city. :p
 
@AK I just finished assembling the patio set, it's 15 to 8 and I'm playing it :p :lol:

Tribute, CxC is a fallacy, really, rank corrution will eat you alive. CxxC is just ok, you keep catapults in between cities if you have a wider front.
 
lurker's comment: yes I meant desserts with whipped cream and all. and sprinkles, don't forget the rainbow sprinkles.

cxxc is ideal for AW. cxc is too close. what B said

I'm not saying cats on offense aren't useful; see scout et al in various locations, just that I personally have more fun with cats on defense
 
I've been playing AW games recently on my own. CxxC is the way to go. Not exactly CxxC from the capital, but CxxC from a city to another is the key. Aslo, on the catapult issue, what does it matter if the catapult can move from city to city and bombard? The AI units attak the towns and catapults come into action. Its using them defensively, not offensively...unless you have a SOD of swords with cats, and thats where they are offensive, which is what B said a couple posts back.:p As for CxC, im not a fan of it. I like my cities to grow to at least size 7, yes I know, a little growth paranoid/builder-ish.:food: And thats my opinion on the subject.:coffee:

So...B, any battle reports/news for us?:)
 
Pre-Turn:
Both barracks cities will finish their build and then make a worker. Blooming rax changed to rocky and a worker will follow. Re-micro'ed Amster to keep on growing ASAP, it will make a worker next but I'm re-assigning it to full settler pumping.
Tech order is good, we're not headed towards TGL ;)

T1.
Bloom Cat - Worker
Rotter Spear - Worker
Amster Worker - Archer

T4.
Amster Archer - Settler

Hi darling


She's up Wheel and Writing

IT
Gordium grabs the Wines

T5.
workers are produced, however I spot a continent to the east. Blooming makes a curragh to scout now.
Rotter goes for a spear.

T6.
Here's what catapults do:


IT
Zulus show up from straight W

Notes: every chop in the N forest lump will go to blooming idiot. Every chop in the W-SW side will go to Rotterdam. Time them accordingly, like for lightning fast a barracks in blooming right now ;)

I went settling the hill site to the west for the defensive position.

Amsterdam SCREAMS to make 6 turns swordsmen/settler, so let's get 2-3 workers up in the next set to build up the road through the hill to the iron.



Sir Abubu UP
 
2 new contacts, otherwise quiet turns. Would've gone much faster if AK wasn't chatting all along !! :lol:

I suggest making rotterdam into a worker pump, with its FP and forests ready to help a granary build. That would make us have a settler and 2-3 workers every 6 turns, which is an awful lot for AW games. It also makes for a more straightforward use of the rest of the empire: :hammer:
 
I may take a peek at the save. I'm curious to see how well we're doing. And how about that. We have 4 (+1) settlements.

Over settler escorting there much, B? ;) But how come there's only 1 archer in the stack with 2 extra spears being made? Does this mean we have a lot of archers (out of sight) or they all died?
 
So...we have met Theo, and Alex? Hopefully we dont meet Mario soon.:eek:

Yes, I think its time to begin making offensive units.:hammer: Wat are we gonna do about the wines? Its the nearest luxury...:(

Abubu/SW - Up!
Tribute - On Deck!
Frog King/Ansar
jb1964
Theryman

B- just played and met Alex + Theo.:cool:
 
I'm establishing a defensive position, and trust me, it's a position I on't intend us to lose tomorrow ;)

Luxuries we can do without, for a few dozen turns, but swordsmen we need. Swordsmen+catapults, those can make their way alone through to the knight era.

If we make a few more defenders, and by that I mean not going into archers much, we can keep expanding 'rapidly' and safely. We could also consider giving a hiking ride at the Persians, if we can ever spare 6-7 spears. Right now swords are near at hand, so archers have a limited usefulness time range. The ones we have are garrissoned under cities, waiting for units to come by.

It's not like that cursed COTM in which I'm still not fighting with immortals at 600BC. Oh well.
 
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